Introduction

Before I get more in depth with my Evelyn Guide. I want to say the amount of text I will be writing will not be monumental because I will be adding a video guide into this. The amount of info you will get from watching it will be much more than anything I can type.

Ok! Lets get down to business. Right now, Evelyn is a very strong jungler. Its not so much due to her being a hidden op that no one plays but more so due to the Season 4 Changes. With increase in gold in the game champions that were required to hit critical mass mid and late game can get there much soon. Eve is a prime example of this. The moment she gets her DFG her kill potential sky rockets. So I've done the math for DFG pre and post changes and it doesn't actually do more damage than before. However, because it is a damage amplifier, when you team fight and or gank, having that debuff on an enemy will effectively make any champion go down 20% faster (actually even faster than 20% because he damage is front loaded)

Summoner Sets

Primary Set

Because of the Vision Changes, Ganking and getting to where you want is very easy because of how limited vision is and how bad pink wards are. Going an aggressive summoner spell like ignite can usually snowball you really hard.

Item Builds

Before I start getting too deep into Evelyn's starting items. I want to explain why I would choose +4x over + and vice versa. I've tried both builds and the biggest difference I've noticed between the 2 starting Build is that if I get good damage on the beginning Big Buff, I am able to gank more aggressively and convert more kills with boots and 4 potions. However, here are the pros and cons of each starting Build. However, if I don't get a good leash and I want to jungle faster, +5x is better.

Pros:
1.You get more damage therefore you clear faster, Safer.
2.You Clear Faster, so its harder to get counter jungled.
3.You have 1 extra health potions therefore you can sustain in the jungle longer and don't have to go back for much later than if you start with boots 4 pots.

Cons:
1. You don't receive any extra damage or utility from the machete when ganking.
2. If you want to avoid taking lots of dmg from jungle creeps you need to be kiting it. You do not need the +10 dmg if you aren't auto attacking creeps.

Pros:
1. Allows you to get off better ganks from lvls 2-3.
2. Lets you kite jungle creeps around so you take less damage.

Cons:
1. You have less regeneration and kill creeps slower so you are more susceptible to getting countered at low hp.
2. You have to gank after 2 buffs 1 camp or go back.
3. If you any hp from an early counter jungle you have to go back.

1. +4x or +5
If you go build it into . If you start most of the time I skip the jungle item all together.
2. > > >
At some point in building the components for you want to finish your or get it as soon as you finish

3. (if you think you might die to some burst) or if you just wanna blow people up.

4. (if there are 2 more tanks with 70 + MR) or (if you are still in threat of dying to AP burst good if the enemy has sub 70 MR)

The rest is just up to you. Some people like getting for blocking abilities and tanking versus AD carries. I usually don't get it because I usually position myself to gibb their heavy AD dealers and build HP & MR vs their casters. Also melee AD damage dealers are very kiteable.

is also very useful if you are the only tank. You can hard engage die res and use your W to get out when aggro swaps.

Finally if you are ROFL Stomping you can get a for epic gibbs. You shouldn't always get a Lich Bane. It only works well when the enemy has a lot of melee damage dealers that you can kite. There's no point in getting it if you run in to auto attack and die instantly.

Final Build(s)

Standard Final Items

This standard final item build is for the high damage burst possible with the Hourglass for an opportunity to outplay and survive the instant assassination battle.